The Base System
Chapter 4
Combat System & Weapons
True combat is messy and seldom fun for the participants—well, not for all of them, anyway. As this is The Game and supposed to be fun for all involved, some structure had to be super-imposed over the chaos of battle.
Combat in The Game is divided into Phases. 10 Combat Phases approximately equals 1 (one) minute of time. Thus, a Combat Phase is roughly 6 seconds long. Each Combat Phase is further sub-divided into 5 sub-Phases: Movement, Actions, Reactions, Resolution, and Action Declaration.
Most of the mess and fun of combat comes from the weapons used—so long as you are the one doing the using and the not having them used on you.
Beginning Combat
Combat always begins with Combat Phase 1. It is not necessary for all sides of a battle to be aware of its beginning. Thus, it may be that a participant doesn’t get to act until the second, third, or even later phase of combat.
Combat Phase 1
Under normal circumstances, all characters involved in combat have an Action available in Combat Phase 1. Before combat actually begins, each character involved declares what he will be attempting. This is the action the character is expected to attempt in Phase 1. This may be an attack with a weapon, a parry, a magic spell, or any other normal combat action. This Phase 1 Action may be Held if the character wishes.
Combat Surprise
Combat is not always “fair†like the above. Sometimes (as often as possible), one side of the battle attempts to start combat before the other side is prepared. Ambushes are popular to facilitate these circumstances. Throwing a punch in the middle of a seemingly friendly conversation is a more “personal†form of attempted ambush.
The combatant or combatants initiating the battle will have the standard Phase 1 Action available. The opposing side, however, must make a Resist Surprise Check to have a Phase 1 Action. Any members of the initiating side who were not directly involved in the decision to get things rolling must also perform this Resist Surprise Check. For example, characters in a prepared ambush have a Held Action without need of a Resist Surprise Check. Their intended victims will be allowed to Resist Surprise, to see if an immediate response (Phase 1 Action) is possible.
Combat Phases & Initiative
All combat is divided into Combat Phases. With (approximately) 6 seconds to each Combat Phase, 10 Combat Phases equals (approximately) 1 minute of time.
The character will seldom act in every Combat Phase. There will be Combat Phases in which preparation is being made and attacks planned. Combat Phases in which the character can attack an opponent, cast a spell, quaff a potion, or whatever, are referred to as Action Phases. The character's Combat Initiative determines when he will get his next Action Phase.
Combat Initiative is based on the character's DX Bonus and is modified by any weapons and armor the character is using or wearing.
Combat sub-Phases
Each Combat Phase consists of 5 sub-Phases:
(1) Movement
(2) Action
(3) Reaction
(4) Resolution
(5) Action/Spell Declaration
These sub-Phases always occur in this order.
Movement. During this sub-Phase all characters that have available movement may move. How far a character can move is based on his DX Bonus. The direction a character moves depends on his facing. Changing a character's facing requires movement: every 120 degrees of rotation reduces available movement (in the current phase) by 1 meter. A character may sacrifice his movement to gain a comprehensive "look around" at what is happening near him. A character is typically allowed to move in any Combat Phase.
Action. If the Combat Phase corresponds to the character's Action Phase, then the character may take that action in this sub-Phase. If the potential gain is worth the increased risk of failure, the character may choose to use a Rushed Action. Rushed Actions are explained later. If there are multiple characters who act in the same Combat Phase, then these are said to be simultaneous Actions. Each character with an action then declares what he is attempting. In the case of weapon attacks, some magical spells, or other actions as the GM decrees, the acting characters will perform Skill Checks and declare success or failure. Optionally, a character may "hold" his action. A "held" action will be available as a Reaction or as an action in the next Combat Phase. Once all actions have been attempted or held the Action sub-Phase ends.
Reaction. Characters who have been the target of a successful action (such as a weapon or spell attack) may react to the action if they meet the following conditions: They (a) are aware of the action against them; and (b) are capable of reacting (they can parry with their weapon, Dodge, or otherwise do something defensive). Reactions may be (and usually are) Rushed. Rushed Defensive Actions are explained later.
Resolution. Once all actions and reactions have been determined, the Resolution sub-Phase begins. In this sub-Phase, damage is calculated, magic takes affect, and so on. This is primarily a bookkeeping sub-Phase.
Action/Spell Declaration. In this sub-Phase, the characters that just acted or reacted determine what their next action will be. In the case of magic users, the next spell they will cast is decided. Once the next action has been decided, the character rolls his new Combat Initiative to determine when the action will occur. This is also the sub-Phase where characters may abort unfinished actions and begin again. Aborting the action allows the character another Combat Initiative roll for his newly chosen action.
Combat Initiative
A character's Combat Initiative determines how soon he may act in combat. The character's Combat Initiative must be determined independently for each action attempted.
Combat Initiative is based on a die roll (1d10 - DX Bonus, minimum 1). Refer to the Combat Initiative column of the Dexterity Chart in Chapter 2. Character Attributes. If the character is wearing armor and/or is encumbered, add the speed of the armor and/or the effect of the encumbrance to the roll. The action chosen by the character may further modify this roll.
When the character decides what his next action will be in the Action/Spell Declaration sub-Phase of his Action Phase, his new Combat Initiative is determined.
Combat Movement & Facing
The character's DX Bonus determines his movement rate in combat. The movement rate is measured in 1-meter "hexes". The Combat Movement Rate of the character may seem slow, but there is a rationale behind it. In combat, movement is not simple. There are all sorts of people swinging all sorts of sharp and heavy objects that must be maneuvered around, avoided, and ducked. Also, the character is moving while concentrating on swinging his own sharp, heavy object.
Turning, or changing the character's facing, is done in the movement sub-Phase of Combat. Every 120 degrees turned requires 1 meter (1 hex) of movement. This restriction applies even to two separate 60-degree turns: the total turn was 120 degrees.
Running in Combat doubles the character's movement rate. While running, the character suffers a -5 to attacks and all other Skill Checks. Also, while running the character is allowed only one 60 degree facing change per DX Bonus per movement phase, at a cost of 1 meter of movement for each 60 degree turn. Each additional 60 degree change will require a Normal Dexterity Feat to perform, with each attempt after the first suffering a cumulative -5 modifier. Failure leaves the character prone. Stopping requires at least 3 meters. A character may continue running from one Combat Phase to the next.
Special Movement Considerations
If a character attempts to move through the forward facing of an opponent who has a non-range weapon prepared, the opponent may attack the moving character during the Movement sub-Phase. See the “En Passant Attacks†rules below.
A character may not move, at any speed, through the 1 meter area (1 hex) occupied by either another character or an opponent. Any attempt to do so is considered Charging and is handled according to the "Charging an opponent" rules below.
When multiple characters are "jockeying for position" on the battlefield, it may prove useful to divide all movement into 1 hex "steps." That is, each character involved moves 1 hex of movement, in turn, until all desired movement (which is not to exceed possible movement) is complete. Ultimately, two characters with sufficient movement will attempt to occupy the same 1-meter space (or hex). This case is considered Charging by both characters. In the case of a single successful Charge, the winner of the space is obvious. If both characters succeed, or if both characters fail, both characters are pushed back and neither occupies the 1-meter space.
The prone character has two movement options: scuttling 1 meter + 1 meter per 3 DX Bonus (discard fractions); or standing up, which requires that the character have at least 1 meter of movement remaining and reduces the character's available movement by 5 meters.
Combat Facing
All characters in combat need to be aware of their facing. This is especially important when using miniatures.
The character’s facing is divided into 60 degree segments which are grouped as forward facing (front 180 degrees), left rear facing (left rear 60 degrees), right rear facing (right rear 60 degrees), and back facing (60 degrees directly behind). The character can attack or perform other actions normally only in his forward facing. The character is normally aware of actions in his forward facing and may be aware of actions in his rear facings. Short of incredibly extenuating circumstances and/or GM favor, the character is never aware of actions in his back facing.
Figure: Combat Facing
Combat Actions & Reactions
The most obvious Combat Action is using a weapon (attacking).
Attacks are also the actions that most frequently require character reactions. Such reactions are Dodging, parrying with a weapon, and Sidestepping. Dodging can be performed by anyone, but parry and Sidestep are skill abilities. If the reaction fails then the character takes the attack without modification. This also applies to reactions against multiple attacks, such as attempting to Dodge or parry multiple attacks: If the Dodge or parry fails, all attacks are taken.
A character cannot both Act and React in the same Combat Phase.
An attack with a weapon requires a normal Skill Check against the character’s skill Level with the weapon. A successful Skill Check means that the character hit his target for damage (though this damage may be reduced by the target’s armor). For complete information on using weapons, refer to the Weapons Rules section below.
Rushed Actions & Reactions
Rushed Actions. The Rushed Action is an action taken before the character's full Combat Initiative has been satisfied. The Rushed Action Skill Check is penalized with a -1 modifier for every Combat Phase "rushed." A natural roll of 20 on a Rushed Action may, at the GM's discretion, have very negative results. Rushed Actions must be declared before the Actions sub-Phase.
Rushed Actions can be used to allow a character to re-roll his Combat Initiative after a bad roll. That is, the character takes a wild swing knowing that only a natural roll of 1 has a chance of success, concerned primarily with getting a more favorable Combat Initiative on his next action. This scheme can backfire, however, causing the character to flail about (usually ineffectually) for as long as his original "bad" Combat Initiative.
Rushed Reactions. Rushed Reactions occur when the character decides to give up his coming Action Phase in favor of preventing bodily harm in the current Combat Phase. Rushed Reactions only occur in the Reactions sub-Phase. The Rushed Defensive Action Skill Check is penalized with a -1 modifier for every Combat Phase rushed. Parry, Dodge, and Sidestep are examples of Rushed Reactions.
Overprepared Actions & Reactions
Overprepared Actions. Overprepared Actions are delayed actions when the character is seeking the best manner of attacking. The character is holding his action until just the right opportunity shows itself. Each Combat Phase spent "calculating†improves the attacking Skill Check by +5, with a maximum bonus of +25. Defensive actions during this time receive no modifiers. Certain actions (e.g., magical spell castings) cannot be overprepared.
Held actions are not automatically Overprepared. If the character changes his intention with an Overprepared Action, all positive modifiers are lost.
Overprepared Defensive Reactions. Overprepared Defensive Reactions result from "holding" an Action for defensive reasons. Each "guarding" Combat Phase improves the defensive reaction Skill Check by +5, with a maximum bonus of +25. Attacking from a state of guarding receives a +1 modifier, up to a maximum of +5.
Dodging
Dodging is a (potentially Rushed) defensive reaction that can be taken at any time by the character. Dodging is an attempt to remain unscathed from one or more attacks occurring in the same Combat Phase. Dodging is a Simple Dexterity Feat (see Chapter 2. Character Attributes for a discussion of Feats) that is modified by the direction of the Dodge, and the character's position (see Dodge Modifiers Chart). Failure to Dodge successfully means the attacks hit. If the character is holding a weapon when he Dodges, he must make a successful Skill Check with the weapon or drop it. Dodging, successfully or unsuccessfully, leaves the character prone. If the Dodge is a Rushed Reaction, and this is usually the case, a -1 modifier penalizes the Feat for each Combat Phased rushed.
Chart: Dodge Modifiers
| Situation |
Modifier |
Special Case Actions & Reactions
Aborting a Combat Action occurs whenever the character "changes his mind" about what he is doing next. Actions can be aborted and redeclared in the Action/Spell Declaration sub-Phase. The character that aborts an action must choose his next action and re-roll Combat Initiative. Any penalty that would normally be ascribed to the completed action is accrued by the character.
Putting a weapon away normally aborts the character's current action with the weapon and forces (allows?) him to re-roll his Combat Initiative. Thus, a character who feels he has "lost the feel" of the weapon (or rolled too high a Combat Initiative for his tastes) may put the weapon away, then take it out again to make a fresh start. A simpler and potentially more profitable solution would be to attempt a Rushed Action, but the player is allowed to make his own decisions. Putting a weapon away occurs in the Action sub-Phase.
Dropping a weapon takes no time, and can be done in any sub-Phase. It is otherwise considered the same as aborting a combat action.
Retrieving a dropped weapon, assuming it is within reach and sufficient hands are free, will not add the weapon speed to the character's current Combat Initiative unless his next action is to use the weapon. Once retrieved, the character may attack with the weapon, which will add the weapon's speed to his Combat Initiative. The weapon may be put away during the next Action sub-Phase.
Mounting or dismounting standard steeds occurs at a speed of 5. The character can keep his weapon ready if he meets the following conditions: He (a) has the requisite riding skill; and (b) is using a single one-handed weapon, a one-handed weapon and shield, or any bow or crossbow. If weapon readiness is maintained, then the speed of the weapon and mount/dismount are both added to the character's Combat Initiative for the purposes of mounting. At the GM's discretion, mounting or dismounting larger or non-standard mounts (such as Griffins or Dragons or Harley Davidsons) may take longer and/or require that the weapon(s) be put away.
Movement-Oriented Actions & Reactions
En Passant Attacks are hand-to-hand (non-range) attacks made by a character during the Combat Movement sub-Phase either as he is passing an opponent or as an opponent passes through his forward facing. Whether or not the en passant attack is attempted is up to the character. An en passant attack is possible from each opponent a character passes if he enters their forward facing during his movement. If the attacker is not in the forward facing of the target, no defensive action may be possible. If the character is in motion, dodging cannot occur as a reaction to an en passant attack since the character has already decided on his movement. If the character attempting an en passant attack is in motion during the Combat Movement sub-Phase, he receives a -5 modifier to his attack Skill Check. Movement speed, normal or running, is generally unaffected by an en passant attack.
Charging an opponent requires the character to have at least 1 meter of straight-line movement before making contact with the opponent and is considered a Rushed Action. There are three types of charge: the charge to force back, the charge to force through, and the charge to attack.
Charging an opponent to force him back involves using the Movement sub-Phase to "invade the opponent's space," and using the Action sub-Phase to push the opponent out of the way. The character must perform a Normal Fitness Feat or be pushed back. If the charge is successful, the opponent is pushed back 1 meter and must perform a Challenging Dexterity Feat to remain standing. If the opponent Dodges or Sidesteps the charge successfully, the character continues moving forward 2 meters and must perform a Simple Dexterity Feat to remain standing. After charging, the character must reroll his Combat Initiative.
Charging to force through is similar to charging to force back, but the goal is pass through the space between two opponents. The two opponents must not be so close together as to totally block that route. The character must perform a successful Normal Fitness Feat or be pushed back. If the charge is successful, the two “blockers†are only shifted enough for the character to charge through. After a successful charge, the character is at most 2 meters from his original position. Attempting to force through the space occupied by a single opponent is considered a charge to force back and is covered by those rules.
Charging an opponent to attack, the character receives a +2 Skill Check modifier and a +2 damage bonus. If charging with a polearm, the bonuses are at +4.
If the character does not have 1 meter in which to begin the charge, all Feats are performed at the next higher difficulty level. If charging an opponent who has a simultaneous attack, the opponent receives a +2 damage bonus on his attack. If charging an opponent who has a polearm, the character must make a Difficult Dexterity Feat to avoid the weapon or take Critical Damage (as if a successful Critical Hit had been rolled).
In all types of charge, if the charging character is running (see Combat Movement), the initial charge Fitness Feat is Simple and all distances and damage bonuses are doubled. If charging on a horse or similar mount the charge attempt is on a 16 or lower, and an additional +2 damage bonus may be applied to attacks. A charge against a mounted opponent suffers a -5 modifier. If the charge is a Rushed Offensive Action, normal modifiers apply. A charge may not be parried, and a mounted charge may not be Sidestepped.
Trampling an opponent is a specialized Charge to Force Back by a mounted character against an unmounted opponent. The mounted character must have at least 5 meters of straight-line movement in the same Combat Phase as the Charge. Trampling requires a roll of 10 or lower on a d20, modified positively by the character's Equestrian Skill Level (and possibly by the combat quality of the horse). A failed Trample attempt forces the character to make a Skill Check against his Equestrian Skill at -10 or fall from his mount. A Trample cannot be Sidestepped, only Dodged. A successful Trample moves the opponent at least 1 meter in the direction of the Charge and leaves him prone. The opponent will take 4d4 damage from the Trample, adjusted normally for any armor he may be wearing. Also, the opponent must make a successful Resist System Shock Check or be Stunned for 10-30 Combat Phases. The mounted character will then be 2 meters in the direction of travel beyond the Trampled opponent. The amount of damage done by a trample could be more or less (GM discretion) if the mount is not a normal horse or is equipped with special shoes.
Chart: Example Combat Actions
| Action | Speed |
* May require one or more hands free.
Action Declaration
The Action Declaration sub-Phase is where the character decides what his next action will be. Action Declaration occurs just before combat begins, and following each Action Phase, Rushed or Overprepared or normal, taken by the character.
Once the character decides what his next Action will be, he must determine his Combat Initiative. See the Combat Initiative section above.
The Action Declaration need not be overly specific. For example, a character attacking with a sword need only declare that he is “attacking with my sword.†In the case of a magic user, the character would need to specify what spell he is casting. Generally, the character will not need to specify the exact target of his Action, but the GM may require this in certain circumstances.
Miscellaneous Combat Information
These are topics and situations that must be covered but which the author had a hard time classifying anywhere else.
Combat Fatigue
Combat is strenuous exercise. However, since most combat situations are resolved quickly (usually less than 100 Combat Phases, or 10 minutes game time), the fatigue factor seldom comes into play. If the combat session runs long (100 phases or more), the GM may require periodic Activity Rest Checks (usually every 10 minutes: 100 Combat Phases). Note that recovering from an Activity Penalty requires 15 minutes of rest (complete inactivity for 150 Combat Phases).
Combat in the Dark
In situations of poor or no lighting, combat typically becomes thrashing, hoping you hit your opponent and praying you do not hit your comrade. Maneuvering in the dark is equally exciting.
Attacking. Only melee (non-range) attacks are possible in the dark with any real potential for success. The character must perform a Sense: Seeing Feat and/or a Sense: Hearing Feat to know that there is a target available within his forward facing. The Feats may be modified by the exact circumstances. If the character was successful at the Sense: Seeing Feat, his attack suffers a -5 modifier. If the character failed at the Sense: Hearing Feat, he suffers an additional -5 modifier. If both Sense Feats failed, then the character is merely swinging wildly and whether anything happens at all is strictly up to the GM.
Another method would be to assess a -10 modifier to all Action Skill Checks, with half of the character’s Sense: Seeing and Sense: Hearing Levels as positive modifiers.
Reacting. Reacting defensively during combat in the dark follows the same procedure as attacking.
Weapons Rules
Combat is all about the use of weapons. Weapons rules tend to be one of the most complex elements of an RPG, and The Game is no different. The rules of weapons, however, are consistent with the rest of The Game Skill System, and should prove easy to use once learned.
Weapon Characteristics
Weapons are primarily classified according to their usage, Melee or Range. Melee weapons are either one- or two-handed and are used in direct contact with the target. Depending on the reach of the weapon, melee weapons can attack from 1 to 4 meters away. Generally, one-handed weapons have a reach of 1 meter, while two-handed weapons have a 2 meter reach. Polearms vary in reach from 2 meters to 4 meters.
Range weapons represent those weapons that can project damage at a distance. The distances possible depend on the exact weapon and the technology used. Some weapons have characteristics of both melee and range, though they are typically used for one more than the other.
Weapons are described in The Game according to their characteristics. These characteristics are Area of Effect, Critical Number (lethalness), Damage, Damage Type, Number of Hands, Range, Rate of Fire, Speed, Speed of Re-Fire. Few weapons have all of these characteristics. Weapons come in all shapes and sizes and technology-levels, but this list of characteristics should be adequate to describe most of them.
Area of Effect. This characteristic is almost exclusive to explosives and modern range weaponry. Typically Area of Effect is measured radially in meters.
Critical Number. The Critical Number of the weapon is a measure of how lethal the damage from the weapon is. The higher the Critical Number, the more likely the occurrence of a Critical Hit which causes both Stamina Damage and Critical Damage to the target.
Damage. The Damage of the weapon is a range of possible harm the weapon can do a target. Damage is normally Stamina Damage unless a Critical Hit is scored. Damage possible is indicated by a range that corresponds to a die or combination of dice. Melee weapons usually receive bonuses to Damage from the character’s FI Bonus.
Damage Type. The Damage Type refers to how the weapon is used. Blunt, slashing, piercing, and entangling are the primary Damage Types. Most range weapons are Damage Type piercing. Modern range weapons, like firearms, are described as high-impact piercing. Some weapons may have multiple Damage Types.
Number of Hands. This is the number of hands the character must use to successfully wield the weapon. Two-handed weapons cannot be effectively used one-handed, unless this is indicated in the description of the weapon.
Range. The Range of the weapon is divided into 6 regions, each with a different Skill Check modifier: Point Blank (+5), Normal (no mod), Medium (-5), Long (-10), Very Long (-15), and Extreme (-20). Modifiers apply to hitting a man-sized object at designated distances. Not all weapons have a Point Blank range, and some cannot be used at Point Blank range. Melee weapons are indicated by “Melee†and a reach (e.g., “1 meterâ€).
Rate of Fire. The Rate of Fire is the number of rounds of ammunition that can be discharged in a single Combat Phase. For older weapons, like bows, this will nearly always be 1 (one). For more modern weapons, there may be more options: single shot, burst fire, full automatic fire, etc. Melee weapons seldom have a Rate of Fire.
Resist Breaking. The Resist Breaking characteristic of the weapon is a measure of how durable the weapon is. If the weapon would take Breaking Damage from an attack, rolling the Resist Breaking number or lower on a d20 would prevent the Breaking Damage from being applied.
Speed. The Speed of the weapon is a measure of how quickly attacks can be made with the weapon, and is added to the character’s Combat Initiative. The lower the Speed, the faster the weapon is in combat. Speed 1 melee weapons function slightly different from other melee weapons. Where this is the case, it is mentioned.
Speed of Re-Fire. Assuming the weapon has a Rate of Fire, the Speed of Re-Fire is the minimum amount of time before the weapon can be Re-Fired. Re-Firing is an attack option that is discussed more fully later. This attribute is ignored for most melee weapons.
Weapon Use Skill
Weapon Use is the measure of a character's ability to use a particular class of weapon, such as a sword or firearms. This skill must be taken for each class of weapon the character intends to wield in combat. Your GM will provide the list of available weapon classes.
Weapon Use follows the same rules as every other skill in The Game, including Levels, Skill Checks and Fumbles. Attacking with a weapon requires the character to make a Skill Check against his skill with the weapon. If the Skill Check is successful, the character has scored a hit with his weapon, possibly a Critical Hit. The character then rolls the Damage he has afflicted and announces the total to the target of the attack.
Weapon Skill Checks. Weapon Skill Checks are performed the same as all other Skill Checks: On a d20 against the Level Score of the character’s skill with the weapon. Circumstances may cause the application of negative or positive modifiers to the Level Score. Depending on the Critical Number of the weapon, a successful Skill Check could also be a Critical Hit.
Just as with non-weapon Skill Checks, a Natural 1 is always success and a Natural 20 is always failure. If the GM is allowing Special Attacks, then a Natural 20 could be a Special Failure, or Fumble.
Critical Hits. The Critical Number of a weapon is a measure of its lethality. The higher the Critical Number, the more lethal the weapon can be. The result of the successful Skill Check determines whether a Critical Hit has occurred: If the Skill Check results in a number less than the character's Skill Level with Weapon plus the Critical Number of the weapon, then the attack is a Critical Hit. A Critical Hit does Critical Damage to the target in addition to Stamina Damage.
If the Level Score (with all modifiers) for a successful Skill Check is from 6-9, then all Critical Numbers are halved (round down, minimum 1). If the Level Score (with all modifiers) is less than 6, then no Critical Hits are possible.
Special Attacks. Special Attacks are “called shots†with the weapon. A Special Attack is an attempt to achieve something other than just normal damage. Examples of Special Attacks are: Disarm, Knockback, and Stun. Unlike normal attacks, Special Attacks cannot be Rushed. Special Attacks are described fully in the Weapon Skill Special Attacks section below.
Weapon Damage. The weapon’s Damage characteristic determines the range of damage the weapon does to the target. Melee weapons add the character’s FI Bonus to the amount rolled. Speed 1 melee weapons, however, add only 1/2 the character’s FI Bonus. Typically, range weapon damage is unmodified. The target subtracts the total damage from his Stamina Hit Points. If the attack was a Critical Hit, then the target applies the damage to his Critical Hit Points as well. Stamina Hit Points and Critical Hit Points are described more fully in Chapter 2. Character Attributes.
Weapon Parrying. Weapon parrying is available only to melee weapons. A weapon parry is an attempt by the character to deflect the damage of an incoming attack. A parry is a Reaction, but does not suffer penalties for being Rushed or bonuses for being Overprepared. To parry, the character rolls his normal weapon damage and applies the amount to his Armor Rating of his (choose one) Forward Facing, Left Rear Facing, or Right Rear Facing. The AR adjustment will affect all attacks on that Facing for that Combat Phase.
Room to Operate. Most weapons can be operated if the character has at least 1 meter clearance. Two-handed melee weapons and manually operated range weapons (e.g., bows), however, typically require 2 meters clearance. Clearance in this case refers to an obstruction-free area centered on the character.
Automatic Targeted Attacks. All attacks against pinned, immobilized, Stunned, or unconscious opponents are considered Automatic Targeted Attacks. Automatic Targeted Attacks function just like the Target/Pierce Special Attack (see below), but without the need for a Special Attack.
Range Re-Fire Attack. Range weapons have a special attack option, the Re-Fire Attack. Once the character has established his position and stance to take the first shot, if his weapon has a magazine or he has his ammunition close to hand, he can fire multiple shots in rapid succession. For instance, a bowman could set himself so that retrieving an arrow, notching it, and loosing can all occur in a very smooth, fluid motion.
Specifically, the character rolls his Combat Initiative normally and must wait the full number of Combat Phases before firing (no Rushed Actions). Once he has his Action Phase, he does not re-roll his Combat Initiative. Instead, the Speed of Re-Fire of his weapon is his next Combat Initiative. This is the Re-Fire Attack. Each Re-Fire Attack Skill Check suffers a cumulative -1 modifier, up to a maximum of -10. The character may continue to Re-Fire so long as he has ammunition, does not move, is not forced to move, and takes no defensive actions. In the case of a magazine weapon, exhausting the ammunition in the magazine would bring the Re-Firing to an end.
Failed Area-of-Effect Attacks. If a (typically range) weapon has an Area of Effect, the Area of Effect must be determined even if the Skill Check failed. A grenade, for instance, is still going to explode even if the character didn’t throw it where he intended.
The direction of the miss or overthrow is determined on a d6, with a 1 being the character’s Forward Facing direction and a 6 being the character’s Left Forward Facing direction. The distance from the intended target is 2% - 20% (1d10x2) of the original distance from the character to the intended target.
Weapon Skill Special Attacks
Weapon Special Attacks are refined fighting techniques, requiring more concentration than regular weapon attacks but delivering more spectacular results. Some examples are disarming an opponent; breaking weapons or armor; targeting around armor; knocking an opponent off his horse; and so on.
Special Attacks cannot be Rushed Actions. Special Attacks are attempted with a normal weapon Skill Check.
Some weapon types receive positive or negative modifiers to particular Special Attack attempts. These modifiers are applied to the character’s Level Score, affecting his Skill Check. A Special Attack may also be a Critical Hit (see above). Please note that modifiers that apply to a two-handed (TH) melee weapon class (B, C, and P) do not necessarily apply to the one-handed variety. Modifiers to a one-handed melee weapon class, however, do apply to the two-handed version.
The basic melee Special Attacks are Backstab, Break, Cleave, Disarm, Feint, Knockback, Pierce, Stun, Sweep, and Target. Without special ammunition, the only Special Attacks allowed to range weapons are Pierce and Target.
Special Attack Specialization. No Special Attacks may be chosen for specialization until the character has chosen a weapon in the weapon class to specialize in. Also, the Special Attack specialization effects only apply to Special Attacks attempted with a specialized weapon choice.
Backstab. A Backstab catches an opponent unawares, causing an automatic Critical Hit. The amount of damage inflicted is rolled normally for the character. If the attack was an actual Critical Hit, double the amount of damage inflicted. If the opponent is wearing armor, the armor is allowed to Resist Targeting. If the armor successfully Resists Targeting, the damage taken is reduced by half the normal Armor Rating.
The character must be behind his opponent (not in his forward facing; see Combat Facing, above), or the opponent must be pinned or otherwise immobilized. If the target creature is aware of the attack, then the Backstab is a considered a normal attack with the weapon.
Backstabs can be attempted with any hand-to-hand (non-range) weapon. A Speed 1 (S1) weapon receives a +5 modifier of the Backstab attempt; two-handed (TH) weapons suffer a -5 modifier.
Backstab specialization: With the Backstab specialization, all damage amounts are doubled.
Break. A Break forfeits most normal damage to the opponent, seeking only to do Breaking Damage to his weapon or armor, reducing their effectiveness and possibly destroying them. The amount of Breaking Damage done is equal to the full speed of the character's weapon plus the character’s FI Bonus (1/2 FI Bonus if using a Speed 1 weapon).
The attacked item (weapon or armor) will have a chance to Resist the Breaking Damage. A successful Resist Breaking Check by the weapon or armor prevents it from taking any Breaking Damage. If a Critical Hit was scored, no Resist Breaking Check is allowed. If the target item successfully Resists Breaking, or if a Critical Hit is scored, then the weapon used for the Break must Resist Breaking or take one half (1/2) the Breaking Damage that would have been dealt.
If the opponent has a shield readied, the shield will take Breaking Damage before the armor, but only if the Break comes from the opponent's forward facing. If the target attempts to Parry the Break, then the parrying weapon will need to Resist Break (if allowed) and suffer the Breaking Damage first. If the weapon is destroyed, any remaining Breaking Damage will apply to armor normally. If the opponent’s armor (or shield or weapon) takes any Breaking Damage, he suffers an equivalent amount of Stamina Hit Point damage. Any Breaking Damage over what is required to destroy the armor is taken by the opponent as a Cleave (see below).
Breaks may only be attempted using hand-to-hand (non-range) weapons. A Speed 1 (S1) weapon suffers a -5 modifier to Breaks; two-handed blunt (TH-B) weapons receive a +5 modifier. Entangling weapons generally have no Break capability. Break attempts against unarmored opponents are treated as Cleave attempts (see below). Break modifiers, whether positive or negative, do not apply to Cleave attempts.
Break Specialization: If the Break specialization is chosen, the Resist Breaking Check is at ½. In the case of a Critical Hit, the amount of Breaking Damage is calculated at twice the full speed of the character’s weapon plus the character’s FI bonus (1/2 FI Bonus if using a Speed 1 weapon).
Cleave. A Cleave causes an unarmored opponent to take Breaking Damage in addition to the normal attack damage. The attack does normal Stamina Damage (unless a Critical Hit is scored, in which case it does both Stamina Damage and Critical Damage), as well as Breaking Damage equal to the full speed of the character’s weapon plus the character’s FI bonus (1/2 FI Bonus if using a Speed 1 weapon). Refer to the Body Target Chart below to determine where the blow landed, using the amount of Breaking Damage to determine the effect of the blow. Breaking Damage accumulates, and causes an equivalent amount of Critical Damage and Stamina Damage. Breaking Damage heals separately from, but simultaneously with, Critical Hit Point damage.
If the target attempts to Parry the Cleave, then the parrying weapon will need to Resist Break. If the weapon successfully Resists the Break, the Cleave fails. Otherwise, the weapon will take Breaking Damage from the attack. If the weapon is destroyed, any remaining Breaking Damage will apply to the target creature normally.
A Speed 1 (S1) weapon suffers a -5 modifier to Cleaves; two-handed cutting (TH-C) weapons receive a +5 modifier. Entangling weapons generally have no Cleave capability. Cleave attempts against armored opponents are treated as Break attempts (see above). Cleave modifiers, whether positive or negative, do not apply to Break attempts.
Cleave Specialization: If the Cleave specialization is chosen, the amount of Breaking Damage is calculated at twice the full speed of the character’s weapon plus the character’s FI bonus (1/2 FI Bonus if using a Speed 1 weapon).
NOTE: The Breaking Damage Effect Chart is based on humanoids and may not be applicable to non-humanoid opponents.
Chart: Body Target
|
1d10 |
Body Part |
Chart: Breaking Damage Effect
|
Breaking Damage |
Edged Weapon |
Blunt Weapon |
Bleeding -Minor use, 1 Stamina/Critical Point per minute until treated, 4 weeks to heal naturally.
Cleaved -No use, 2 Stamina/Critical Points per minute until treated, 8 weeks to heal naturally. If Upper Torso then lung pierced. If Head, then throat cut.
Severed -No longer attached, plus affects as Cleaved. If Head, then decapitated (i.e., dead). If Upper or Lower Torso then disemboweled (i.e., likely to die soon).
Fractured -Minor use, 4 weeks to heal naturally.
Broken -No use, 8 weeks to heal naturally.
Crushed -No use, 12 weeks to heal, permanent -2 DX Bonus & -1 FI Bonus. If Head then plus concussion. If Upper or Lower Torso then plus internal bleeding like Bleeding.
Destroyed -Loss of limb, 12 weeks to heal, permanent -3 DX Bonus & -2 FI Bonus. If Head then plus skull crushed (i.e., dead). If Upper or Lower Torso then plus internal bleeding like Cleaved.
Disarm. A Disarm forfeits any normal damage to the opponent, seeking only to force him to drop his weapon. The opponent must make a successful Skill Check against his Weapon Use to retain his weapon. If the Skill Check is failed, then the opponent has dropped his weapon; if successful, the opponent retains his grip on his weapon but will have to re-roll his Combat Initiative. If a Critical Hit is scored, the opponent drops his weapon without recourse (no Skill Check). The dropped weapon will travel 1 to 6 meters in a direction chosen by the character performing the Disarm.
Parrying does not affect a Disarm attempt in any way.
Disarms may be attempted with most weapons (range weapon attempts to Disarm are subject to GM approval). Entangling weapons (E) receive a +5 modifier to Disarms. It should be obvious that attempting to Disarm an unarmed opponent (including opponents using Unarmed Combat) will always fail, Critical Hit notwithstanding.
Disarm Specialization: If Disarm is chosen as a specialization, the Skill Check to retain grip is considered Difficult (-10 modifier). If the Disarm is a Critical Hit, there is no Skill Check and the attack does Stamina Damage.
Feint. A Feint Special Attack is used in anticipation of an opponent’s Reaction and attempts to negate that Reaction. The character must attempt the Feint before learning whether his opponent will be Reacting. The damage done by the attack, whether it is normal or a Critical Hit, is unaffected by the Feint. The effect of a Feint is to negate the opponent’s Reaction (e.g., weapon parry, sidestep, or dodge), causing him to take the hit. A failed Feint is a normal miss with the weapon. If the opponent does not React, or his Reaction fails, then the Feint was unnecessary, but it still occurred.
A successful Feint bypasses the target’s parry attempt, negating the AR adjustments of the parry. A Feint also negates an opponent’s dodge or Sidestep attempt, unless the dodge was directly away from the player.
No range weapon can attempt a Feint.
Adjudicating Feints and Reactions can be difficult if the players have difficulty keeping “player knowledge†separate from “character knowledge.†If a player character is going to attempt a Feint against another player character, then it is usually best for the GM to be aware of the intentions of both characters before each attack.
Feint Specialization: If Feint is chosen as a specialization, the player can use a Feint in conjunction with any other Special Attack.
Knockback. The character directs his attack so as to force or "knock" his opponent a particular direction. A Knockback does only Stamina Damage to the opponent. The distance knocked is the full speed of the weapon in meters plus 1/2 meter per FI Bonus (1/4 meter per FI Bonus for Speed 1 weapons). Increase the distance by 50% if a Critical Hit is scored. If the opponent is knocked against a wall or similar solid object, he receives 1 point of Critical Damage (ignoring armor) for each full 1 meter he had yet to travel. The opponent is allowed to Resist Surprise to remain standing and ready with his weapon. The opponent will need to re-roll his Combat Initiative if he failed to keep his feet.
Parrying does not stop a successful Knockback, but will reduce the distance of the Knockback by the full speed of the parrying weapon in meters.
Using Knockback against a mounted opponent (on a horse, a motorcycle, or whatever) forces the opponent to make a Skill Check against his riding skill. This Skill Check is modified negatively for each meter the opponent would be knocked back (double if a Critical Hit). A successful Skill Check indicates that the opponent was not dismounted.
A Speed 1 (S1) weapon suffers a -5 modifier to Knockbacks; two-handed (TH) weapons receive a +5 modifier. Entangling (E) weapons, like whips, have no Knockback capability. Range weapons are ineffective for Knockback unless using specialized ammunition.
Knockback Specialization: If the player chooses Knockback as a specialization, the distance knocked is twice the full speed of the weapon in meters plus 1/2 meter per FI Bonus (1/4 meter per FI Bonus for Speed 1 weapons).
Pierce. A Pierce seeks to penetrate the opponent's armor (artificial or natural), attempting to do damage unaffected by his opponent's Armor Rating. The opponent's armor is allowed to Resist Breaking. If the Resist Breaking Check is successful, then the damage from the attack is reduced by armor in the normal fashion. If the Pierce is a Critical Hit, then no Resistance Check is allowed. If the Resist Breaking Check is failed, or if the Pierce was a Critical Hit, the opponent’s armor suffers 1 point of Breaking Damage and damage from the attack is unaffected by Armor Rating. Breaking Damage from Pierce cannot exceed ½ have the armor’s Armor Rating.
If the target creature parries, then the full speed of the parrying weapon acts as a positive modifier to his Resist Breaking Check.
A Pierce against an unarmored opponent applies 1 point of Breaking Damage (in addition to normal attack damage) to a randomly determined body part. See the Body Chart in the Cleave definition.
Pierce may be attempted with most non-blunt, non-entangling weapons. Piercing (P) weapons receive a +5 modifier to Pierces.
Pierce Specialization: If Pierce is chosen as a specialization, the Resist Breaking is at ½. Apply 2 Breaking Damage if the Resistance Check fails or the attack was Critical.
Stun. A Stun seeks to daze the opponent, making him unable to act. A Stun does only Stamina Damage to the opponent. The opponent must make a successful Resist System Shock Check to not be Stunned. If the Resistance Check is failed, then the opponent has been Stunned, and will be unable to act for 1d6 Combat Phases + 1 Combat Phase per FI Bonus of the attacker. If a Critical Hit is scored, no Resistance Check is allowed. When the time is completed, the opponent will need to reroll his Combat Initiative and begin his action again.
If the target creature parries, then the full speed of the parrying weapon acts as a positive modifier to his Resistance Check.
A Stun against an already Stunned opponent will reduce his Stamina Hit Points to zero (0) (knocking him unconscious) if he fails a second Resist System Shock Check. Otherwise, it will only add 1d6 Combat Phases + 1 Combat Phase per FI Bonus of the attacker to how long the opponent remains Stunned (in addition to normal Stamina damage). A Stun against an unconscious or sleeping opponent is essentially a blunt, Cleaving Attack to the head (see above).
Blunt (B) weapons receive a +5 modifier to Stuns. Attacks on Stunned opponents are not automatically Critical Hits, but are considered Automatic Targeted Attacks.
Stun Specialization: If Stun is chosen as a specialization, the Resist System Shock is considered Difficult (-10 modifier). If the Stun was a Critical Hit, the target’s Stamina Hit Points are reduced to zero (0) and he falls unconscious.
Sweep. A Sweep forfeits any normal damage to the opponent, seeking only to make him go prone. The opponent will be "swept off his feet (or paws, or pseudopodia, or whatever)," lying either face down or on his back and taking 1d4 points of falling damage (ignore any Armor Rating). If a Resist Surprise is successful, the opponent will take no damage but will still be prone. The Swept opponent will need to reroll his Combat Initiative and begin his action again. If a Critical Hit is scored, no Resistance Check is allowed.
If the target creature parries, then the full speed of the parrying weapon acts as a positive modifier to his Resistance Check.
Sweeps may be attempted with most weapons. Entangling weapons (E) receive a +5 modifier to Sweeps. It should be obvious that attempting to Sweep an un-legged opponent will always fail, Critical Hit notwithstanding.
Sweep Specialization: If Sweep is chosen as a specialization, the Resist Surprise is considered Difficult (-10 modifier). In the case of a Critical Hit, the opponent receives the equivalent of a non-Critical Stun from the impact of falling.
Target. A Target directs the character's attacks against "chinks" in his opponent's armor (artificial or natural), attempting to do damage unaffected by his opponent's Armor Rating. The opponent's armor is allowed to Resist Targeting. If the Resist Targeting Check is successful, then the damage from the attack is still reduced by armor, though at only 1/2 (round down) its current Armor Rating.
If the target creature parries, then the full speed of the parrying weapon acts as a positive modifier to his Resist Targeting Check.
Target may be attempted with most weapons. If the character is attempting a Target with a blunt (B) weapon (hammer, mace, etc.) a -5 penalty is assessed. Piercing (P) weapons receive a +5 modifier to Targets.
Target Specialization: If Target is chosen as a specialization, Resist Targeting Checks are at ½. Additionally, the player may “call†the location of other Special Attacks.
Weapon Skill Fumbles
Weapon Fumbles occur during a Skill Check on a roll of Natural 20. A Fumble is worse than just a simple failure to hit the target. How much worse is decided by the GM, and will depend on the circumstances of the miss. The Fumble could be anything from dropping one’s weapon to damaging oneself or an ally. In extreme circumstances, the weapon itself could be damaged or destroyed.
The author refuses to provide any “fumble charts†because people would use them.
If the character rolls his Level or lower on a d10, the Fumble does not occur or is lessened in effect.
Breaking Weapons
Breaking Damage reduces the effectiveness of a weapon. The effect of Breaking Damage on melee weapons is a reduction in the amount of damage done. Each point of Breaking Damage is subtracted from the damage rolled. The minimum damage possible is 1 (one). When the amount of Breaking Damage equals or exceeds the Speed of the weapon, it is considered irreparably damaged.
For range weapons and weapons that depend on intricate parts and/or electronics, any Breaking Damage taken by the weapon will prevent the weapon from functioning. Depending on the extent of the damage and available expertise and materials, the weapon may be “field repaired†restoring at least partial functionality.
Any Breaking Damage already applied to the weapon reduces the Resist Breaking characteristic of the weapon.
Weapons that have taken Breaking Damage can be repaired.
Weapon Skill: Blindfighting
Blindfighting is training in melee combat that occurs in poor or no lighting (also known as “the darkâ€). Assuming he could ignore the pain, this skill would even be useful if the character had dust thrown in his eyes. The character’s Blindfighting Level would add to all attack and defense attempts under these circumstances. This skill does not assist in range attacks.
Blindfighting Specializations. Once the character has achieved Level 5 Blindfighting, he may begin to specialize in how he uses the skill. Specialization choices are: Unseen Opponent, Total Darkness, and 360-Degree Defensive Awareness.
Weapon Skill: Sidestep
A Sidestep is basically a controlled Dodge (see Dodge definition above) of a single attack. The character avoids the attack as with a Dodge, but the following advantages are evident: (a) the character retains his weapon; (b) the character does not have to dive to safety; therefore (c), the character is not left prone. A Sidestep is normally a Rushed Reaction, though it is sometimes Overprepared.
Sidestep Skill Checks are modified by the character’s DX Bonus and by circumstances (see Sidestep Modifiers chart).
Certain types of attacks cannot be Sidestepped: (a) area-of-effect attacks (physical or magical); and (b) massive attacks that effect a radius of 1 meter or more (such as a charging horse or giant footstomp). Dodging is the only alternative for massive attacks. There is no alternative for area of effect.
To avoid multiple attacks in the same Combat Phase, the character must use a Dodge.
Sidestep Specializations. Once the character has achieved Level 5 Sidestep, he may begin to specialize in how he uses the skill. Specialization choices are: Sidestep Weapon Class and Sidestep Multiple Attacks.
Sidestep Weapon Class: This specialization must be taken for a particular weapon class (as described above). When Sidestepping a weapon of the chosen weapon class the character receives a +5 modifier. A Special Success on the attempt means the Sidestep does not force the character to re-roll his Combat Initiative. Thus, the character’s original action continues un-interrupted by the Sidestep. Sidestep Weapon Class can only be used against a single attack.
Sidestep Multiple Attacks: With this specialization, a normally successful Sidestep can avoid 2 attacks which are both coming from the character’s forward facing. A Special Success will allow the character to avoid up to 3 attacks in a single Combat Phase, so long as none of them are coming from his rear facing. The effect of Sidestep Multiple Attacks cannot be combined with Sidestep Weapon Class.
Chart: Sidestep Modifiers
|
Situation |
Modifier |
Two Weapon Fighting, also known as “Florentine-style,†is a rather swashbuckling, duelist approach to combat: Pick up a weapon in both hands, and wade into the thick of things. With Two Weapon Fighting, the character gains an additional attack, a “free†parry with the secondary weapon, or an improved parry using both weapons. Some of the possible Two Weapon Fighting combinations include rapier and dagger; two shortswords; big stick and little stick; etc.
The speeds of both weapons must be added to the character's Combat Initiative. Weapon Handling skill applies only to the Primary Hand weapon. Thus, the Secondary Hand weapon will always be at full speed.
Two Weapon Attacking. Ambidexterity notwithstanding, the Two Weapon Fighter divides his hands into Primary Hand and Secondary Hand. The Primary Hand attacks normally (no negative modifiers). The Secondary Hand attacks with a -5 modifier, plus 1 for each Level of Two Weapon Fighting Skill up to Level 5. If a one-handed weapon of Speed 3 or higher is used in the Secondary Hand, an additional -5 modifier applies. The character cannot use a weapon he is unskilled with to attack from the Secondary Hand. The Secondary Hand weapon never receives FI Bonus modifiers to damage when attacking. Also, the Critical Number of the Secondary Hand weapon is halved (discard fractions) until the character has Two Weapon Fighting Skill Level 5. All the Special Attacks (Break, Disarm, etc.) applicable to the weapon are available with the Secondary Hand weapon. If both attacks are made on the same target creature, the damages from both attacks add together. If multiple targets are attacked, the targets of the two attacks must both be within a 120-degree arc in the character's Forward Facing. Both attacks must occur in the same Combat Phase, normal, Rushed, or Overprepared. If only one attack is possible, the attack with the Secondary Hand weapon is forfeited but may be used for parrying (see below).
Two Weapon Parrying. When using Two Weapon Fighting, the character may forfeit the attack with his Secondary Hand weapon. This allows the character to use that attack as a parry that does not force him to re-roll his Combat Initiative. Once the Secondary Hand weapon has been used to parry, it cannot be used again, for attacking or parrying, until after the character's next attack/parry with his Primary Hand weapon.
If the character wishes, he may use both weapons in a single parry attempt. The character rolls damage with the Secondary Hand weapon (without FI Bonus modifiers) and adds this to the parry attempt with the Primary Hand weapon (which receives normal FI Bonus modifiers). The character must re-roll his Combat Initiative immediately following the parry attempt.
Once the character has Level 5 Two Weapon Fighting, he may apply ½ his FI Bonus (¼ FI Bonus for Speed 1 weapons) to all parries and attacks with the Secondary Hand weapon.
Two Weapon Specializations. Beginning with Level 6 the may begin to specialize in how he uses the skill. Specialization choices are: Two Weapon Combination, Secondary Weapon Parry, and Secondary Weapon Attack.
Two Weapon Combination: The character must choose at least one Two Weapon Combination before he can choose any other specialization. The combination is declared as two specific weapon types (example: Rapier and dagger).
Secondary Weapon Parry: With this specialization, the character can apply his full FI Bonus (½ FI Bonus for Speed 1 weapons) to all parry attempts with the Secondary Hand Weapon so long as he is using a specialized combination.
Secondary Weapon Attack: With this specialization, the character can apply his full FI Bonus (½ FI Bonus for Speed 1 weapons) to all attacks with the Secondary Hand Weapon so long as he is using a specialized combination.
Chart: Secondary Hand Weapon Skill Check &
Weapon Skill: Unarmed Combat
The Game Base System recognizes two forms of Unarmed Combat: Grappling and Striking. Grappling is based on holds, pins, and throws. Striking uses the hands and feet and other body parts to cause damage. Both of these two forms are considered character skills that must be learned individually.
Unarmed Combat: Grappling. Unarmed Combat: Grappling is the skill of attacking and subduing an opponent by means of grabs and holds. Grappling has a Combat Speed of 2 and no Critical Number.
Unarmed Combat: Grappling provides the character with the following weapon characteristics:
Critical Number 0
Damage 1 + 1/2 FI Bonus
Damage Type Blunt (B), Entangling (E)
Number of Hands 2
Range Melee-1 meter
Speed 2
The primary attack form is the Hold, which is accomplished with a normal Grappling Skill Check. A Hold cannot be parried, but can be dodged or Sidestepped. The opponent may break the Hold with a Normal Fitness Feat on a subsequent Combat Phase. The character is allowed a Grappling Skill Check to retain the hold. Once the Hold is broken, both character and opponent must reroll their Combat Initiatives. A Held opponent is not considered pinned and may continue to attack and Parry with the weapon or weapons he was wielding at the time the Hold was accomplished, but with a -5 modifier to all such attempts. Once Held, the opponent cannot move more than 1 meter from the Holding character until the Hold is broken.
The only Special Attacks available to the Grappler are Disarm, Pin, Stun, Sweep, and Throw. These Special Attacks may only be attempted following a successful Hold attempt. The Disarm, Stun, and Sweep Special Attacks are described above.
The Pin is a Special Attack unique to Unarmed Combat: Grappling. A Pin is an attempt put an opponent down by sheer strength. No damage is done to the target of the Pin. The Hold damage described above resumes on the Phase following the Pin, but ignores any armor the Pinned opponent may be wearing. Once Pinned, the opponent must re-roll his initiative. All attacks against pinned opponents are considered Automatic Targeted Attacks, and the pinned opponent is incapable of movement. Breaking free is the only action a pinned opponent may attempt, and it requires a Challenging Fitness Feat. The character may resist an attempt to break free by making a successful Grappling Skill Check. If the character does not actively maintain the Pin, the opponent is no longer Pinned.
A special situation occurs if a character attempts to Pin an opponent who is simultaneously attempting to Pin or Throw him. Either the character is successful, or the opponent is, otherwise both attempts fail, and the two characters must perform Challenging Dexterity Feats to remain standing.
If a Pin is attempted by multiple characters against a single opponent in the same Combat Phase, it is called an Overbear and does not require either a preliminary Hold or a Special Attack. A +2 modifier per additional character is applied to each participants’ Unarmed Combat: Grappling Skill Checks. If multiple attempts are successful, the target will have to break free from each (one at a time).
Pin Specialization: If Pin is chosen as a specialization, then all attempts to break free suffer an additional –5 modifier.
A Throw is an attempt to send an opponent through the air in one form or another. Each difference in size modifies the character's Special Attack attempt by 1 (+5 if the target is Small, -5 if the target is Large). A Throw cannot be parried, but can be Sidestepped. The target of a successful Throw will be thrown 1 meter + 1/2 meter per FI Bonus of the character in a direction chosen by the character. If target hits a wall or similar object, he will have to Resist System Shock or be Stunned for 1d6 Combat Phases + 1 Combat Phase per meter yet to travel. If the target makes a successful Normal Dexterity Feat, he will keep his feet. In any case, the target will need to re-roll his Combat Initiative.
Just as with a Pin, a special situation occurs if a character attempts to Throw an opponent who is simultaneously attempting to Pin or Throw him. Either the character is successful, or the opponent is, otherwise both attempts fail, and the two characters must perform Challenging Dexterity Feats to remain standing.
Throw Specialization: If Throw is chosen as a specialization, then the distance of the Throw is calculated as 1 meter + 1 meter per FI Bonus.
A Defensive Throw is a specialized Throw that occurs in the Reaction sub-Phase of Combat. A preliminary Hold is not necessary for a Defensive Throw. Since it is a Reaction, the target has no ability to avoid the attempt. The direction of the Throw is based on the attack, but the effect of the Defensive Throw is otherwise the same as a normal Throw. A Defensive Throw as a Reaction to a Throw or Pin attempt is the same as two simultaneous Throws (see above). The attack being countered by a Defensive Throw need not be a successful one. A missed attack will allow the Defensive Throw so long as the character was the intended target. If the attack is successful, the character will take the damage/effect from the attack.
Defensive Throw Specialization: If Defensive Throw is chosen as a specialization, then a successful Defensive Throw avoids the damage (if any) from the attacker being thrown in the same manner as a Sidestep.
Unarmed Combat: Striking. Unarmed Combat: Striking skill represents training in what are popularly known as the "martial arts." The nature of the character's training is considered irrelevant and is probably overrated in any case. If the player feels better by referring to this skill as Karate, Tae Kwon Do, or whatever, he is free to do so. It changes nothing.
Unarmed Combat: Striking provides the character with the following weapon characteristics:
Critical Number 2
Damage 1d4+1/2 FI Bonus
Damage Type Blunt (B)
Number of Hands 1
Range Melee-1 meter
Speed 1
All of the normal attacking and parrying options, including Weapon Special Attacks, are available to Unarmed Combat: Striking.
In conjunction with Two Weapon Fighting, Unarmed Combat can be either Primary or Secondary weapon. If used as a Secondary weapon, the Speed is still 1. If the character uses Unarmed Combat as both Primary and Secondary weapon, his attacks slow to a Speed of 2 (1 for each attack), but he gains the option of combining the damage of both attacks into a single, more powerful blow. This combined blow requires only a single Skill Check, and does 2d4+FI Bonus damage.
Weapon Skill: Weapon Handling
For those weapons the character has been trained in (i.e., has at least Weapon Use Level 1), the Weapon Handling Skill improves the character's speed while wielding the weapon. Weapon Handling reduces the weapon speed, thereby making the character's Action Phases in Combat more frequent. Weapon Handling Skill applies to all weapons the character has skill with, regardless of the type of weapon. The minimum speed of any weapon is 1.
Weapon Handling has no effect on the Speed of either Unarmed Combat: Grappling or Unarmed Combat: Striking.
Weapon Handling Specializations. Beginning with Level 6 the may begin to specialize in how he uses the skill. Specialization choices are: Fast Draw (iaijitsu), Throw, Dazzle/Intimidate (Trivial Actions), Quick Recovery, and Offhand Use (sans Specialization choices).
Weapon Handling Specializations only apply to the specific weapons the character has specialized in using the Weapon Use skill.
Chart: Weapon Handling Weapon Speed & Skill Check Modifiers
|
Level |
Weapon Speed |
Armor was developed shortly after weapons in human history. About five minutes after the first damage was taken from the first weapon, I figure. Early armor was simply an extra layer or two of thick hides. From there the technology advanced to various forms of leather and metal, from simple leather jerkins to highly ornate plate armor. Even in modern times armor is worn; kevlar vests, for instance. Exoskeleton armors are popular in science fiction.
Armor Characteristics
Armor in The Game is described by its characteristics. These characteristics are Armor Rating, Resist Breaking, Resist Targeting, and Speed.
Armor Rating. The Armor Rating is the amount that the armor reduces incoming damage.
Optional Rule: The Armor Rating applies per Facing per Combat Phase. That is, multiple attacks in a single Combat Phase from the same Facing (Forward or Rear 180 degree facings) are added together before being reduced by the Armor Rating. Similarly, in the case of multiple attacks in a Single Combat Phase from the same creature, all attack damages would be added together before being reduced by Armor Rating.
Resist Breaking. The Resist Breaking characteristic of the armor is a measure of how durable the armor is. If the armor would take Breaking Damage from an attack, rolling the Resist Breaking number or lower on a d20 would prevent the Breaking Damage from being applied. The Resist Breaking for most physical armors is equal to the Armor Rating.
Resist Targeting. The Resist Targeting characteristic is a measure of the “coverage†of the armor. If an opponent is attempting a Target/Pierce against the armor, rolling the Resist Targeting number or lower on a d20 would prevent the armor from being completely missed. The Resist Targeting for most physical armors is equal to the Armor Rating.
Speed. The Speed of the armor is a measure of how much the armor interferes with the character and slows him down, and is added to the character’s Combat Initiative. The lower the Speed, the faster the armor in combat.
Wearing Armor
Wearing most armor is as simple as putting it on. The Armor Rating will then reduce the damage of attacks against the character.
Some armors, most notably the shield, only provide protection for the character’s Forward Facing. If a shield is used with regular armor, the Armor Rating of the shield adds to the Armor Rating of the armor worn, but only for the character’s Forward Facing.
Breaking Armor
Breaking Damage reduces the armor’s Armor Rating. When the Armor Rating reaches 0 (zero), the armor is considered irreparably damaged. Any Breaking Damage already applied to the armor reduces both the Resist Breaking and Resist Targeting characteristics of the armor.
Armor that has taken Breaking Damage can be repaired.

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